Commanders, we continue to develop both the gameplay and graphical aspects of Enlisted. Following our New hit decals on vehicles devblog, this time we’re adding new features for soldiers.
In the upcoming update, we’ll add a new feature to the game, which will allow the bodies of fallen soldiers to be affected by blast waves and weapon hits.
Even the weakest bullet from a submachine gun will now affect the way your defeated opponent falls. A large caliber bullet, a grenade explosion or a tank shell will send bodies and their parts flying, providing a spectacle for those who were lucky enough not to be hit.
We are also working on this mechanic for interactive objects on maps, but we won’t have time to finish these improvements for the upcoming update. We will try to release this as soon as possible.
At 6 seconds in what vehicle is that. I Dont recognise it…unless its what the AA looks like with new sights, i havent played it since before that patch
Also could it be that 20mm tank overheat mechanic is finally going? I couldnt see a red overheat bar (i mean they werent firing much anyway…hard to tell)
What about giving us options to extend body staying time? Also make ragdoll at least itself should be able to collide with its other limbs.
Currently even leg dont collide with the other leg.
I doubt this will milk a lot of CPU performance. (Though I’m 99% sure this game wont be CPU heavy as C:S2)
Rushing things may not be the best thing but I’d rather they waste resources on that instead of focusing on the effects or how the map looks and I’m more interested in gameplay instead of what a body can do
Dude… Software development don’t work like that, you’re acting like it’s all one team doing one thing at a time. This feature is the work of one team, the capture thing is another, and the reason why they wait for major updates to implement everything is because that decreases the burden on the testing teams, and makes it easier to prevent incompatibilities between the different team versions. As in, if the other teams have to change their version every time one team finishes their thing, that only increases development time.